• Title/Summary/Keyword: Player

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Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • v.5 no.2
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

A MPEG2 stream transport systems based on Real-time Transport Protocol (RTP 기반 실시간 MPEG2 스트림 전송 시스템)

  • 박대훈;홍윤식
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.141-144
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    • 2000
  • Current Internet and Intranet developments are focusing on network multimedia services involving the transport of real-time multimedia streams. In this paper, we present a real-time MPEG2 Encoding/Decoding systems and a MPEG2 stream player running on client systems based on real-time transport protocol(RTP). The MPEG2 player has been implemented by using JMF and java applet. We have tested our prototype systems with one of possible multimedia sources, camcoder, to verify its functional correctness and measure its performance.

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Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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Optimum Substrate Temperature for Hydrogenated Amorphous Silicon $n^+-p-p^+$ Cells (수소화된 비정질 실리콘 $n^+-p-p^+$ 태양전지에서 최적기판온도의 결정)

  • Lee, Yi-Sang;Jang, Jin
    • Proceedings of the KIEE Conference
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    • 1987.07a
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    • pp.509-512
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    • 1987
  • We report that the optimum substrate temperature to fabricate a-Si:H $n^+-p-p^+$ cell decreases with increasing the boron concentration in the Player. The results can be explained as the dependence of substrate temperature for the relaxation of silicon atoms and the bonded hydrogen concentration in the player.

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Implementation of an Android Video Player (동영상 재생 안드로이드 프로그램 구현)

  • Yim, Jae-Geol;Lee, Gyeong-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.333-334
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    • 2011
  • 본 논문은 동영상 재생 안드로이드 프로그램 구현 사례를 소개한다. 이를 위하여 동영상 스트리밍 서버도 구축하였고, 코덱도 사용하였다. 근래에 인터액티브 동영상에 대한 관심이 큰데, 본 연구는 이러한 콘텐츠 개발의 첫 걸음이다.

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A Study on the Over Balance in Online Game (온라인 게임의 오버 밸런스에 관한 연구)

  • Song, In-Ho;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.199-200
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    • 2022
  • 본 논문에서는 메이플스토리, 오버워치, 리그 오브 레전드 등 여러 온라인 게임의 오버 밸런스에 관한 실태를 알아보고 오버 밸런스를 개선하는 방법을 제시한다. 오버 밸런스란 무엇인지 알아보고 오버 밸런스의 사례와 문제점에 대해서 제시한다. 그리고 현재 게임사에서는 이에 어떻게 대응하고 있으며 오버 밸런스를 게임사에서 어떻게 대처하면 좋을지에 대한 방법을 제시한다.

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Implementation of Multi-games using Photon Server (Hide and Escape) (포톤 서버를 사용한 멀티게임 구현(Hide & Escape))

  • Shim, Han-Moi;Bang, Jin-Wook;Kim, In-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.69-70
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    • 2022
  • 본 논문에서는 Photon Network를 사용하여 경찰과 도둑 컨셉으로 5명이 함께 즐길 수 있는 Multi Game을 구현하였다. 서버는 리슨 서버 방식으로 Master Client가 게임을 시작하면 Game에 참가한 모든 Player는 Photon Network의 RPC 기능을 사용하여 Player의 동작, Game 진행 상황 등을 실시간으로 Server에 동기화한다.

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A Window-Based DVS Algorithm for MPEG Player (MPEG 동영상 재생기를 위한 윈도우 기반 동적 전압조절 알고리즘)

  • Seo, Young-Sun;Park, Kyung-Hwan;Baek, Yong-Gyu;Cho, Jin-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.11
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    • pp.517-526
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    • 2008
  • As the functionality of portable devices arc being enhanced and the performance is being greatly improved, power dissipations of battery driven portable devices are being increased. So, an efficient power management for reducing their power consumption is needed. In this paper, we propose a window-based DVS algorithm for MPEG Player. The proposed algorithm maintains the recently frame information and execution time received from MPEG player in window queue and dynamically adjusts (frequency, voltage) level based on window queue information. Our algorithm can be implemented in the common multimedia player as a module. We employed well-known MPlayer for the measurement of performance. The experimental result shows that the proposed algorithm reduces energy consumption by 56% on maximal performance.